Terça-feira, 29 de Dezembro de 2009
This idea cards were focus in the supporters and most of them in mobile applications.
This was the direction that I decided to follow.
Some testing about branding. i started with the same " viforce".
So, I did some storytelling, trying to understand the details of the whole application.
Here I was focusing in a mobile application that was activated during some seconds ( singing when your team scores), so it was focus just in the highlights of the game.
I notice some mistakes.
The sketches dont represent the perception that the energy it is growing since it is darker or lights where it should be with stronger colours, maybe the opposite.
This is another screen that I did, where I decided to add feedback in order to make it more exciting to use.
The red represents sound and blue movement.
But I felt that I was missing something.
Testing rythm and feelings.
So, I changed the storyboard, and instead of focusing in just the hightlights of the game and just sound, this application changed into the whole 90 minutes, measuring movement and sound that you produced whilke watching the match.
With this new timeline ( 90 minutes), we could have a bigger perspective, observe your natural behaviours and fair results since with 4 seconds application would be very easy to fake your excitment.
The movements were measured by the accelerometer and gravity sensor and the sound by the microphone in your mobile.
I analised gestures that the supporters does during the match.They jump, shake their legs because of the nervous, they turn to talk with friends, clap, and so on...screaaam!
Here I understood that my target group had to change, since fans between 15 to 30 years old really liked and said that they would use and 30 up said that they wouldn't use.
Getting to know that service. Can be through the VIF website.
Or by challeging some friends to a battle.
I decided to observe a friend during 30 minutes more a less, and see her behaviours.
Has you can see, she screams more ( red) than she moves ( blue).
Some testing of the new screens.
Since it is a 90 minutes application, I decided to change the screen into a horizontal mode, because the user could have a better overview of what was happening.
You can see your real time score and your best score ever in order to motivating you to get even better.
The left screen represents the begining of the match and the right screen in the middle of the match.
I decided to keep with the back background because you we are use to white background and since it is black the user might feel that it is in a different mode. The user may feel more intense and focus.
Testing the mobile detecting your movement and sound in different scenarios, since the user would never be holding the mobile during the 90 minutes. So, even if it is in the pocket it detects.
The final screen.
In the end of the game, the users are able to see their perfomances, comparing with the others, the average scores and check previous games.
This is an example when the user selects his performances.
It appears int he same second that we open the feedback of our performance.
What we see is an overview of the whole 90 minutes and we see the grey boxes, that represents that begining, the break and the end of the game.
The red stripes represents the goals of our team.So then we can understand better why we were so excited ot not in that time.
If we touch our finger their it appears the exact minutes and what does it mean, for the first users.Next time you use it, you would know.
If you select" you and the others"...
We see our overview of the 90 minutes.
That some seconds after transformes into a stroke ( so we know that represents our as we saw before).
I decided to make the whole vifgroup overview lighter( since we want to focus in our overview) and with a bigger stroke ( since that line represents much more people together).
Some seconds after appear the feedback.
Comparing the final skectch and the first one ( right side). The final one transmits much more excitment, feedback, it is more clear the meaning of the different lines and more intense.
In the end of every match, there is a vif rank, which is a top 5 of the best supporters( most active). There is a reward directly from the team to these 5 fans. The reward can be to get to know the members of the team or a free ticket for the next match.
This is an example of an overview of the excitment during the match.
This last task is about VIF football/ Valerenga which is a football club based on the east side of Oslo.
It is considered one of the strongest brands in Norwegian football.
In this task we have to explore the potentials in social web-based compaign- application for VIF.
I decided to focus during the time that the supports are on the way to the stadium and when they arrive there( before the game).
Sexta-feira, 30 de Outubro de 2009
This is a selection of screenshots from social networks in various football websites.
The suporters can vote in the best player or team, watch videos and comment, and wallpapers to choose.
The supporters can share photos, see and comment latest news and interviews, participate in challenges and so on.
The supporter through his mobile, buy tickets in the website, watch a football match, play puzzles while waiting for the bus and receive messages with fresh news about his team.
In this website from FIFA you can connect with football fans around the world, predict results, select your fantasy team, challenge your friends, comment and make new friends.
This site it is quite cool. Supporters can see the moves of their favourite players and make a movie in order to send and share their tactics.
Here is a nice example. In Brasil of course.
Arriving to the stadium. It is possible to get inspired with concerts, entertainment shows and so on.
Changing the context helps. I imagined supporters running inside this plastic air circle when their team score full of emotion and energy.
This exhibition remind me of when we play football games in Playstation, when we see the players in the game with the ball having a yellow circle around them to be easier for the player (user) detect where is the ball.